Bread Knight Posted November 20, 2016 ok so ive learnt the basics of slade3 and modding doom and so far ive gotten this ACTOR Superautoshotgun : Weapon replaces Chainsaw { weapon.ammogive 84 Inventory.PickupMessage "oh dang thats one heck of a gun." Weapon.Ammotype "shell" Weapon.ammouse 1 Weapon.slotnumber 3 +BOUNCEONWALLs +noalert +bounceonfloors +bounceonceilings +explosive weapon.KickBack 100 AttackSound "weapons/shotgf" States { Spawn: SHOT A -1 stop ready: AUTO B 1 A_Weaponready loop Select: AUTO B 1 A_Raise loop deselect: AUTO B 1 A_Lower loop Fire: AUTO B 0 A_Gunflash AUTO B 1 A_FireBullets(15, 15, 75, 10, "BulletPuff", 1) AUTO B 1 offset (0,40) AUTO B 1 offset (0,48) AUTO B 1 offset (0,44) A_ChangeVelocity (cos(Pitch) * -29, 0, sin(Pitch) * 29,CVF_RELATIVE) AUTO B 0 offset (0,40) A_quake (16, 10, 0, 32,none) AUTO B 1 offset (0,37) A_checkreload AUTO B 1 offset (0,35) A_REFIRE Goto ready Flash: AUFL A 2 BRIGHT A_Light2 AUFL B 2 BRIGHT A_Light1 AUFL C 2 BRIGHT A_Light2 AUFL D 2 BRIGHT A_Light1 TNT1 A 1 A_Light0 Goto LightDone altfire: AUCG A 20 AUFL C 2 A_FireBullets(30, 30, 750, 10, "BulletPuff", 3) AUFL B 0 A_ChangeVelocity (cos(Pitch) * -32, 0, sin(Pitch) * 32,CVF_RELATIVE) AUFL B 0 A_QUAKE (20, 7, 2, 32, none) stop goto ready } } ACTOR buggedhand : weapon replaces pistol { weapon.slotnumber 1 inventory.pickupmessage "what a bugged hand" +wimpy_weapon +meleeweapon states { ready: HAND A 1 A_weaponREADY loop select: HAND A 1 A_RAISE loop deselect: HAND A 1 A_LOWER LOOP FIRE: HAND A 1 HAND A 1 A_firebullets(2, 2, 10, 7, "bulletpuff", 2) HAND A 20 HAND A 1 A_REFIRE goto ready } } ACTOR grapplinghook :weapon replaces shotgun { inventory.pickupmessage "what a wonky grapple" weapon.slotnumber 2 STATES { ready: GRPH A 1 A_WEAPONREADY loop select: GRPH A 1 A_raise LOOP deselect: GRPH A 1 A_lower loop Fire: GRPH A 0 A_firebullets (0, 0, 1, 5, "BulletPuff", 1) GRPH A 0 A_changevelocity(cos(pitch) * 10, 0, cos(pitch) * 23,CVF_RELATIVE) GRPH A 10 goto ready } } ACTOR superzombieman : zombieman replaces zombieman { health 1000 speed 16 obituary "%o was slaughtered by a strangely powerful zombie." states { pain: POSS E 5 A_facetarget POSS F 5 A_TROOPATTACK POSS E 4 goto see } } everything works and everythings decent but what i want to know is how i would make my superautoshotgun thing shoot projectiles like the missile. ive looked at tutorials but some of them just have a shitload of reading(im not lazy...well sorta but still i just think there could be a way quicker way of showing it of) if you guys could help me with this that would be awesome 0 Quote Share this post Link to post
Gamer With Dignity Posted November 20, 2016 What I did was this: TNT1 A 0 A_PlaySound("weapons/riotgun/fire", CHAN_WEAPON) TNT1 A 0 A_FireCustomMissile("Buckshot", random(1,8)-4, TRUE, 0, -2, 0, random(1,8)-4) TNT1 AAAAAA 0 A_FireCustomMissile("Buckshot", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4) The second line is the one that takes ammo. The third line spawns the other 6 pellets. If you want it to use 2 shells at a time you would change the A in line 2 to AA. That also means it would fire a total of 8 pellets though, instead of 7. And you want to change the strings so that they point to your own projectiles and sounds, of course. 0 Quote Share this post Link to post
Bread Knight Posted November 20, 2016 Gamer With Dignity said:What I did was this: TNT1 A 0 A_PlaySound("weapons/riotgun/fire", CHAN_WEAPON) TNT1 A 0 A_FireCustomMissile("Buckshot", random(1,8)-4, TRUE, 0, -2, 0, random(1,8)-4) TNT1 AAAAAA 0 A_FireCustomMissile("Buckshot", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4) The second line is the one that takes ammo. The third line spawns the other 6 pellets. If you want it to use 2 shells at a time you would change the A in line 2 to AA. That also means it would fire a total of 8 pellets though, instead of 7. And you want to change the strings so that they point to your own projectiles and sounds, of course. thanks will try that. it worked! thanks man <3 0 Quote Share this post Link to post
Empyre Posted November 21, 2016 Here's a super shotgun that shoots bouncing projectiles. The OP in the name does indeed stand for Over-Powered. Spoiler ACTOR OPSuperShotgun : SuperShotgun replaces SuperShotgun { Weapon.SlotNumber 3 Inventory.PickupMessage "You got the Super Shotgun!" weapon.ammogive 12 States { Fire: SHT2 A 3 TNT1 A 0 A_GunFlash TNT1 A 0 A_PlaySound("weapons/sshotf",CHAN_WEAPON) TNT1 A 0 A_FireCustomMissile("OPSSGBall",-3,0,-1,-1,0,-3) TNT1 A 0 A_FireCustomMissile("OPSSGBall",-3,0,-1,0,0,0) TNT1 A 0 A_FireCustomMissile("OPSSGBall",-3,0,-1,1,0,3) TNT1 A 0 A_FireCustomMissile("OPSSGBall",0,0,0,-1,0,-3) TNT1 A 0 A_FireCustomMissile("OPSSGBall",0,0,0,0,0,0) TNT1 A 0 A_FireCustomMissile("OPSSGBall",0,0,0,1,0,3) TNT1 A 0 A_FireCustomMissile("OPSSGBall",3,0,1,-1,0,-3) TNT1 A 0 A_FireCustomMissile("OPSSGBall",3,0,1,0,0,0) THT1 A 0 A_FireCustomMissile("OPSSGBall",3,0,1,1,0,3) TNT1 A 0 A_FireCustomMissile("OPSSGBall",-2,0,-1,-1,0,-2) TNT1 A 0 A_FireCustomMissile("OPSSGBall",-2,0,-1,0,0,0) TNT1 A 0 A_FireCustomMissile("OPSSGBall",-2,0,-1,1,0,2) TNT1 A 0 A_FireCustomMissile("OPSSGBall",0,0,0,-1,0,-2) TNT1 A 0 A_FireCustomMissile("OPSSGBall",0,0,0,0,0,0) TNT1 A 0 A_FireCustomMissile("OPSSGBall",0,0,0,1,0,2) TNT1 A 0 A_FireCustomMissile("OPSSGBall",2,0,1,-1,0,-2) TNT1 A 0 A_FireCustomMissile("OPSSGBall",2,0,1,0,0,0) TNT1 A 0 A_FireCustomMissile("OPSSGBall",2,1,1,1,0,2) SHT2 A 6 Bright SHT2 B 7 SHT2 C 7 A_CheckReload SHT2 D 7 A_OpenShotgun2 SHT2 E 7 SHT2 F 7 A_LoadShotgun2 SHT2 G 6 SHT2 H 6 A_CloseShotgun2 SHT2 A 5 A_ReFire Goto Ready } } ACTOR OPSSGBall : PlasmaBall1 { +RIPPER +MTHRUSPECIES Damage 64 BounceCount 10 BounceType "Grenade" BounceFactor 0.8 WallBounceFactor 0.8 SeeSound "dsempty" } The PlasmaBall1 actor that the OPSSGBall inherits from is not the plasma ball shot from a plasma gun. It is one of the 2 types of plasma balls shot by the beta BFG, which shot 40 bouncing plasma balls (20 red and 20 green). Here is the wiki entry for it: http://zdoom.org/wiki/Classes:PlasmaBall1 0 Quote Share this post Link to post
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